using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using System.Xml.Serialization;
using System.IO;

namespace saves
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        highScoreData data = new highScoreData();
        SpriteFont font;
        KeyboardState oldState;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            loadFile();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("font");
            // TODO: use this.Content to load your game content here
        }
        string[] nombres = {"javier","alberto", "pepe", "roberto", "jesus"};
        string[] adjetivos = { "master", "genio", "dios", "speed", "grox" };
        Random rnd = new Random();
        void creatData()
        {
            for (int i = 0; i < 10; i++)
            {
                data.PlayerName[i] = adjetivos[rnd.Next(adjetivos.Length)] + nombres[rnd.Next(nombres.Length)];
                data.Score[i] = rnd.Next(2000);
                data.Level[i] = rnd.Next(10);
            }
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            oldState = Keyboard.GetState();
            if (Keyboard.GetState().IsKeyDown(Keys.Space) && oldState.IsKeyDown(Keys.Space))
            {
                
                creatData();
                saveFile();
            }
            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            // TODO: Add your drawing code here
            for(int i = 0; i < 10;i++)
            {
                spriteBatch.DrawString(font, " Player: "+ data.PlayerName[i]+" Level: " +data.Level[i]+" Score: "+data.Score[i], new Vector2(0, i * 25), Color.White);
            }
            spriteBatch.End();
            base.Draw(gameTime);
        }

        public void saveFile()
        {
            string fullpath = Path.Combine(StorageContainer.TitleLocation, "scores.xml");
            File.Delete(fullpath);
            FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate);
            try
            {
                XmlSerializer serializer = new XmlSerializer(typeof(highScoreData));
                serializer.Serialize(stream, data);
            }
            finally
            {
                stream.Close();
            }
        }

        public void loadFile()
        {
            string fullpath = Path.Combine(StorageContainer.TitleLocation, "scores.xml");

            FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate, FileAccess.Read);
            try
            {
                XmlSerializer serializer = new XmlSerializer(typeof(highScoreData));
                data = (highScoreData)serializer.Deserialize(stream);
            }
            finally
            {
                stream.Close();
            }
        }
    }
}
